Skip to content

Sprint Log

Live status lives on GitHub β€” Milestones and the Project board. GitHub is the source of truth for day-to-day work; this doc is the re-baselined plan and the narrative log.

  • Cadence: biweekly sprints, solo dev β€” 15–20 focused hours/week β‡’ ~30–40 hours per sprint.
  • North star: a playable demo, targeting 2027-03-30 (the Demo (early 2027) milestone), ~39 weeks from 2026-06-30 β€” see the public roadmap.
  • Runway: ~19 biweekly windows. Plan = Sprints 2–17 of working scope (two of them holiday-light) + Sprints 18–20 of demo hardening and reserved buffer.
  • Sprint milestones are ordered buckets with target two-week windows β€” scope flexes, the order holds.

Design a small ship β†’ welcome first guests β†’ keep them happy β†’ turn a profit, with emergent drama. The protected chain is: finished build loop β†’ guests/crew agents + needs β†’ economy v1 β†’ first content pass β†’ short scenario on a cruise route β†’ save/load β†’ polish β†’ demo hardening. Everything off this chain is sacrificable into the buffer (see cut order below).

Mapped to the roadmap phases. Issue numbers are GitHub issues.

Sprint Window Phase Focus (key issues)
1 βœ… β€” Foundations Engine, orbit camera, grid + snap prototype
2 β–Ά current 06-30 β†’ 07-13 Foundations & Build Loop Finish placement loop (#62/#63/#42/#67), deck usable+viewable (#68/#70), undo foundation (#81), door greybox (#75), doc fixes (#108/#127/#141), comms (#94/#95)
3 07-14 β†’ 07-27 Foundations & Build Loop Door module (#74), deck/wall hotkeys (#69/#72), art conventions + palette (#51/#50), core hardening (#130/#132/#128), Devlog 01 (#49)
4 07-28 β†’ 08-10 Foundations & Build Loop Unity CI gate (#109), LFS migrate early (#111), wall height (#84/#85), edge delete/undo (#65/#66)
5 08-11 β†’ 08-24 Foundations & Build Loop EditMode tests (#110), paired coordinate model (#115 + #116), center-offset (#133)
6 08-25 β†’ 09-07 Agents & Needs Agents/needs spike (#54), cabin content (#76/#77/#88), perf baseline (#47), event hot-path (#113)
7 09-08 β†’ 09-21 Agents & Needs Agents impl I β€” nav/spawn (#147); Core debt (#135/#129/#134)
8 09-22 β†’ 10-05 Agents & Needs Agents impl II β€” needs/seek-satisfy (#148); perf (#114/#118)
9 10-06 β†’ 10-19 Economy Economy v1 (#104); hot-path/build debt (#117/#112)
10 10-20 β†’ 11-02 Content & Art Trim sheet (#48), kitbash (#44), import presets (#45), PodNet cleanup (#137)
11 11-03 β†’ 11-16 Save/Load & Routes Save/load spike + impl I (#57/#149); Steam Coming-Soon (#56)
12 11-17 β†’ 11-30 Save/Load & Routes Save/load impl II (#149) + cruise routes (#150)
13 12-01 β†’ 12-14 Infra Hardening & Marketing Build pipeline (#55); infra/docs debt (#119/#121/#123/#145/#146)
14 12-15 β†’ 12-28 Infra Hardening & Marketing Holiday-light: web/infra debt (#120/#122/#124/#142/#144/#139), Discord (#91/#92)
15 12-29 β†’ 01-11 Infra Hardening & Marketing Holiday-light: web polish (#125/#136/#143/#140), socials/teaser (#52/#89/#90/#93)
16 01-12 β†’ 01-25 Integration & Scenario Cruise routes (#150) + short scenario (#151); web strict gate (#126)
17 01-26 β†’ 02-08 Integration & Scenario Content-pass completion + full-loop balance (#152)
18–20 02-09 β†’ 03-22 (+buffer to 03-30) Demo Hardening Demo build, bug bash, save/load robustness, perf vs baseline, rehearsal + reserved buffer β€” under the Demo (early 2027) milestone

Per-sprint plan philosophy: every sprint carries a feature theme PLUS a small, deliberately-chosen slice of audit debt β€” no single over-subscribed hardening crunch. Foundation debt (CI, LFS, coordinate model) lands before heavy feature scaling; perf fixes are spread across S6–S9 and measured against the #47 baseline.

These carry the most uncertainty and the thinnest history, so they are the real schedule risk β€” not the visible audit backlog. Now ticketed; tighten scope from the #54/#57 spikes as those land:

  • Agents implementation (~40–70h) β€” #147 (S7), #148 (S8); scope from spike #54.
  • Save/load implementation (~25–45h) β€” #149 (S11–S12); scope from spike #57.
  • Cruise routes #150 (S12), short scenario #151 (S16), content-pass completion #152 (S17).

If time is lost, cut in this order β€” none of these are on the playable demo loop: Steam Coming-Soon (#56) β†’ kitbash breadth (#44) β†’ marketing SEO/polish (#124/#125/#143/#144) β†’ import presets / PodNet (#45/#137) β†’ web strict gate (#126) β†’ last resort, trim the scenario to a single scripted cruise.

Post-demo backlog: 45Β° walls & floors (#59/#60), creator outreach (#58), Input Action maps (#131), placement-orchestration extraction (#138) β€” kept unmilestoned until pulled into a sprint.


Goal: Engine project setup, Parkitect-style camera (orbit, pitch limits), grid and snap prototype, intro devlog.

Outcome: Camera βœ…; grid foundations strong (deck toggle landed in Sprint 2); welcome devlog published and the website went live. No capture clip this sprint.

Retro learnings (carried forward):

  • Slice tasks smaller and vertically, each with a clear β€œdone” state.
  • Timebox art polish; park nice-to-haves instead of scope-creeping.
  • Convert vague items into concrete, estimated tickets before a sprint starts.

Sprint 2 β€” Foundations & Build Loop β–Ά current (2026-06-30 β†’ 07-13)

Section titled β€œSprint 2 β€” Foundations & Build Loop β–Ά current (2026-06-30 β†’ 07-13)”

Goal: close out the in-flight build loop, make multi-deck usable, and clear the cheapest spec/doc drift before more code scales on a wrong spec.

  • Finish placement: place floor (#62), drag-size floor (#63), grid toggle (#42), dev build UI (#67)
  • Multi-deck: select via UI (#68), visibility toggle (#70)
  • Undo foundation for objects (#81) β€” the command/history pattern #66 reuses
  • Door greybox (#75) β€” hard-unblocks the door module (#74) next sprint
  • Doc fixes: stale Unity versions/editor path/scene (#108), grid-spec contract (#127), roadmap re-baseline one-liner (#141)
  • First comms: Devlog 01 outline (#94) + capture pack (#95)

Live task list: Sprint 2 milestone.

Planned scope is in the sprint map above and tracked as GitHub milestones (Sprints 3–17 and Demo (early 2027)). Each sprint ends with a playable build and a short devlog. The two holiday-light sprints (14/15) carry only game-decoupled web/docs/infra debt so a thin holiday week never blocks the demo loop.